]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/weapons/projectile.qc
Merge branch 'master' into martin-t/globals
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / weapons / projectile.qc
index 4015828e555fc6a41db87329254197072e3d9d58..067c0badb7da09a184c192daf1841d47c782da81 100644 (file)
@@ -3,11 +3,16 @@
 #include "../autocvars.qh"
 #include "../defs.qh"
 #include "../main.qh"
-#include "../mutators/events.qh"
+#include <client/mutators/_mod.qh>
 
 #include <common/constants.qh>
+#include <common/effects/effect.qh>
+#include <common/effects/all.qh>
+#include <common/net_linked.qh>
 #include <common/physics/movetypes/movetypes.qh>
 
+#include <common/mutators/mutator/nades/nades.qh>
+
 #include <lib/csqcmodel/interpolate.qh>
 
 #include <lib/warpzone/anglestransform.qh>
@@ -19,7 +24,7 @@
 void SUB_Stop(entity this, entity toucher)
 {
        this.velocity = this.avelocity = '0 0 0';
-       this.move_movetype = MOVETYPE_NONE;
+       set_movetype(this, MOVETYPE_NONE);
 }
 
 void Projectile_ResetTrail(entity this, vector to)
@@ -47,8 +52,6 @@ void Projectile_DrawTrail(entity this, vector to)
        }
 }
 
-bool Projectile_isnade(int proj); // TODO: remove
-
 void Projectile_Draw(entity this)
 {
        vector rot;
@@ -108,6 +111,9 @@ void Projectile_Draw(entity this)
                        case PROJECTILE_HOOKBOMB:
                                rot = '1000 0 0';  // forward
                                break;
+                       case PROJECTILE_ROCKET:
+                               rot = '0 0 720'; // spinning
+                               break;
                        default:
                                break;
                }
@@ -163,13 +169,13 @@ void Projectile_Draw(entity this)
        this.drawmask = MASK_NORMAL;
 }
 
-void loopsound(entity e, int ch, string samp, float vol, float attn)
+void loopsound(entity e, int ch, Sound samp, float vol, float attn)
 {
-    TC(int, ch);
+       TC(int, ch);
        if (e.silent)
                return;
 
-       _sound(e, ch, samp, vol, attn);
+       sound(e, ch, samp, vol, attn);
        e.snd_looping = ch;
 }
 
@@ -230,15 +236,11 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
 
        if (f & 1)
        {
-               this.origin_x = ReadCoord();
-               this.origin_y = ReadCoord();
-               this.origin_z = ReadCoord();
+               this.origin = ReadVector();
                setorigin(this, this.origin);
                if (this.count & 0x80)
                {
-                       this.velocity_x = ReadCoord();
-                       this.velocity_y = ReadCoord();
-                       this.velocity_z = ReadCoord();
+                       this.velocity = ReadVector();
                        if (f & 0x10)
                                this.gravity = ReadCoord();
                        else
@@ -263,7 +265,26 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                        this.fade_rate = 0;
                }
 
-               this.team = ReadByte() - 1;
+               int proj_team = ReadByte();
+               this.team = proj_team - 1;
+
+               if(teamplay)
+               {
+                       if(proj_team)
+                               this.colormap = (this.team) * 0x11; // note: team - 1 on server (client uses different numbers)
+                       else
+                               this.colormap = 0x00;
+                       this.colormap |= BIT(10); // RENDER_COLORMAPPED
+               }
+               else
+                       this.colormap = proj_team;
+               // TODO: projectiles use glowmaps for their color, not teams
+               #if 0
+               if(this.colormap > 0)
+                       this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true) * 2;
+               else
+                       this.glowmod = '1 1 1';
+               #endif
        }
 
        if (f & 2)
@@ -330,24 +351,24 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                this.maxs = '0 0 0';
                this.colormod = '0 0 0';
                settouch(this, SUB_Stop);
-               this.move_movetype = MOVETYPE_TOSS;
+               set_movetype(this, MOVETYPE_TOSS);
                this.alphamod = 1;
 
                switch (this.cnt)
                {
                        case PROJECTILE_ELECTRO:
                                // only new engines support sound moving with object
-                               loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+                               loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
                                this.mins = '-4 -4 -4';
                                this.maxs = '4 4 4';
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
                                this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
                                break;
                        case PROJECTILE_RPC:
                        case PROJECTILE_ROCKET:
-                               loopsound(this, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+                               loopsound(this, CH_SHOTS_SINGLE, SND_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
                                this.mins = '-3 -3 -3';
                                this.maxs = '3 3 3';
                                break;
@@ -358,7 +379,7 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                        case PROJECTILE_GRENADE_BOUNCING:
                                this.mins = '-3 -3 -3';
                                this.maxs = '3 3 3';
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
                                this.bouncestop = WEP_CVAR(mortar, bouncestop);
@@ -376,31 +397,31 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                        case PROJECTILE_PORTO_RED:
                                this.colormod = '2 1 1';
                                this.alphamod = 0.5;
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                break;
                        case PROJECTILE_PORTO_BLUE:
                                this.colormod = '1 1 2';
                                this.alphamod = 0.5;
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                break;
                        case PROJECTILE_HAGAR_BOUNCING:
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                break;
                        case PROJECTILE_CRYLINK_BOUNCING:
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                break;
                        case PROJECTILE_FIREBALL:
-                               loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
+                               loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
                                this.mins = '-16 -16 -16';
                                this.maxs = '16 16 16';
                                break;
                        case PROJECTILE_FIREMINE:
-                               loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
-                               this.move_movetype = MOVETYPE_BOUNCE;
+                               loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY, VOL_BASE, ATTEN_NORM);
+                               set_movetype(this, MOVETYPE_BOUNCE);
                                settouch(this, func_null);
                                this.mins = '-4 -4 -4';
                                this.maxs = '4 4 4';
@@ -414,7 +435,7 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                                this.maxs = '2 2 2';
                                break;
                        case PROJECTILE_SEEKER:
-                               loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+                               loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
                                this.mins = '-4 -4 -4';
                                this.maxs = '4 4 4';
                                break;
@@ -427,17 +448,17 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                        case PROJECTILE_RAPTORCANNON:
                                break;
                        case PROJECTILE_SPIDERROCKET:
-                               loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+                               loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
                                break;
                        case PROJECTILE_WAKIROCKET:
-                               loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+                               loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
                                break;
                        /*
                        case PROJECTILE_WAKICANNON:
                            break;
                        case PROJECTILE_BUMBLE_GUN:
                            // only new engines support sound moving with object
-                           loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+                           loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
                            this.mins = '0 0 -4';
                            this.maxs = '0 0 -4';
                            this.move_movetype = MOVETYPE_BOUNCE;
@@ -460,16 +481,16 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
        if (this.gravity)
        {
                if (this.move_movetype == MOVETYPE_FLY)
-                       this.move_movetype = MOVETYPE_TOSS;
+                       set_movetype(this, MOVETYPE_TOSS);
                if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
-                       this.move_movetype = MOVETYPE_BOUNCE;
+                       set_movetype(this, MOVETYPE_BOUNCE);
        }
        else
        {
                if (this.move_movetype == MOVETYPE_TOSS)
-                       this.move_movetype = MOVETYPE_FLY;
+                       set_movetype(this, MOVETYPE_FLY);
                if (this.move_movetype == MOVETYPE_BOUNCE)
-                       this.move_movetype = MOVETYPE_BOUNCEMISSILE;
+                       set_movetype(this, MOVETYPE_BOUNCEMISSILE);
        }
 
        if (!(this.count & 0x80))